Ask modding questions here.
I’ll start:
Which asset in Thrive/tree/master/assets/textures is normal membrane texture?
Ask modding questions here.
I’ll start:
Which asset in Thrive/tree/master/assets/textures is normal membrane texture?
you would probably think it would be the MembraneNormals.png (at least I thought it was), but it actually FresnelGradient.png
Can someone send image of SilicaMembrane texture? I need to know how it is made so i can make my own.
edit: is it’s shape looking like this?
Looking in membranes.json
has the answer:
If you don’t have git LFS to clone the Thrive repo, you can browse the files on the ThriveDevCenter here: ThriveDevCenter
Do i need every game asset to do small change in a script?
You don’t. And you shouldn’t unnecessarily put assets into your mod because that has licensing ramifications on top of requiring people who want to play your mod to download hundreds of megabytes of useless data.
When trying to export to .pck, engine throws errors regarding script
resources:
probably because it doesnt have resources it normally has.
You are misunderstanding how C# works. You can’t compile just one file. The C# compilation takes in all of the source code at once and produces one .dll file. This means that what you are trying to do is not possible. Because the only way that would work is if you compiled all of the game source code into a .dll file that replaces the game’s normal code. That would make your mod incompatible with any other code mod.
To make a code mod properly you need to either create a separate C# project that calls the game methods to register to game event callbacks or using Harmony to live patch the game. This is outlined on the modding wiki page:
Copying code from the game has many licensing ramifications (as you are basically making a variant of Thrive rather than an add-on loadable mod): Thrive/LICENSE.txt at master · Revolutionary-Games/Thrive · GitHub
i think im uncapable of understanding it
which way is best and how do i even do it?
Example mods such as damage numbers are made of some files (visual studiofiles?) and i don’t undestand them too tbh
Which way you should make a mod depends on entirely what you want the mod to do. Do you want to just replace some graphics or game configuration files? Or does the mod need to contain code that does something? And then finally does that code need to interact with the existing code in Thrive?
C# needs to be compiled before it can run, that’s why the damage numbers mod has C# project files that specify how the source code for the mod is compiled.
I’m always extremely busy with an endless list of things to do for Thrive, so I’ve been hoping that other people would write in depth modding tutorials.
how should i go about making an auto-evo mod?
Auto-evo is written in C#, so you need to use Harmony (which is inbuilt to Thrive) or another system that allows you to inject C# code to existing methods.
Here’s an example mod I made that uses that Harmony approach:
Where would be a good place to upload files for mods? Given the compatibility issues that can occur between different versions of the game, I’d like somewhere I can upload mod files for different Thrive versions, and have them stay there for more than a month at a time.
I was using website maker https://glitch.com/ back in a day to upload assets there. Also you can’t fully remove them there, their link and asset will stay active, even after you click “Remove”.
Edit: Or Google Drive.
I want to make a mod that replaces music and sounds from thrive with music and sounds from spore
but I don’t know how to modify thrive
Mods are currently broken as far as I know unfortunately. You might want to wait until game gets some updates that would include sounds more likely replaceable with Spore sounds if you want. I might make some modding tutorial maybe in the future. If I’ll figure it on my own… Beware legality with Spore assets though!
For how long have they been broken? Since 0.7.0 or before?
Are asset mods broken? I’m not aware of anything that would make that category of mod broken. And for C# mods, while I haven’t tested, those should be fine if properly referencing Thrive with paths according to Godot 4 format.
Since the upgrade to Godot 4. And that should only apply to C# mods as those need to be done slightly differently due to the changed C# runtime from Godot 3 to 4.
how to download godotpcktool?
it’s just that when I activate the godotpcktool.exe file nothing happens
It’s a command line only tool. So there’s no GUI at all.